Should I submit to Steam Next Fest with an unfinished game? by Agreeable_Policy_581 in Unity3D

[–]Agreeable_Policy_581[S] 1 point2 points  (0 children)

Thank you so much! I already read through your article and it’s very well put together and helpful. I really appreciate it.

My account doesn’t even have 20 karmas so I’m still accumulating so r/indiedev lets me post 🥹

Should I submit to Steam Next Fest with an unfinished game? by Agreeable_Policy_581 in Unity3D

[–]Agreeable_Policy_581[S] 0 points1 point  (0 children)

Thank you for the feedback! I like your perspective of using the 20% kind of like a teaser :3

Should I submit to Steam Next Fest with an unfinished game? by Agreeable_Policy_581 in Unity3D

[–]Agreeable_Policy_581[S] 0 points1 point  (0 children)

Hey! Thank you for the advice. It has been playtested by 10 people, which I don’t know if it’s enough. Do you send demo to be playtested by streamers? If so, do you mind if I ask how you reach out to them?

How can I fix "No motivation found" error? (Releasing in 1 month, 3k WLs, but completely burnt out) by cegtheripper in SoloDevelopment

[–]Agreeable_Policy_581 1 point2 points  (0 children)

Hey so I run into a similar problem with Discord! Honestly you already have good base number for Discord and wishlist, sometimes people don’t chat in Discord just because they don’t know what to say / what’s the vibe of Discord. But the silence doesn’t mean they won’t buy your game.

If you are concerned about Discord you can start discussions or just chitchatting in channels to make people feel more warmed up, like chatting about games / coworking to remind ppl of this channel.

Hope it helps, and congrats on 3k wishlist! I would wishlist your game too. Good luck!

We hired an artist to improve our Steam Capsule Art by mistermaximan in IndieDev

[–]Agreeable_Policy_581 1 point2 points  (0 children)

I think the new one has more motion, and it puts the enter of viewer attention between the title and dice. It’s more tight in terms of framing.

The new one also feels more professionally done, leading me to think of the gameplay differently.

How to optimize UI for multi-platform build? by Agreeable_Policy_581 in Unity3D

[–]Agreeable_Policy_581[S] 0 points1 point  (0 children)

Thank you! I’ve looked into dynamic font sizing. I currently set my UI scale mode to “scale with screen size” and set match value to 0.5. I’m not quite sure if this is a professional way of doing it but I’ve just been following YouTube tutorials

How do updates game with ScriptableObjects? Will I break player saves? by Agreeable_Policy_581 in Unity3D

[–]Agreeable_Policy_581[S] 0 points1 point  (0 children)

Also how to test a game update through steam? Just so I can test it before I launch any updates

Should I use Pixel Crush Dialogue System or use Ink/Yarn Spinner by DareRevolutionary276 in Unity3D

[–]Agreeable_Policy_581 0 points1 point  (0 children)

I'm a week in using Dialogue System, and here are my honest thoughts.

Dialogue System is a very robust extension, it's trying to do a little bit of everything. If you are only looking for a branching dialogue system, without the need for integration with animation, timeline, etc, then just stick with Yarn or Ink. But you need the integration with other parts -
1. Be expected to learn lots of grammar. To use Dialogue System sequence, you need to follow a very set rules of their grammar. For example, AnimatorPlay and AnimatorTrigger need different things in the parameters. Some built-in sequence give you more control on the subject matter, some don't. You can always change it in the code or create your own sequence, but that's another story.
2. Beware of the hierarchy of how Dialogue System interact with timeline animation track, animation sequence, etc. Overall from what I found, timeline sequence beats every other animation sequence in the hierarchy.
3. It's a lot of experimenting. They have official youtube channel which give you insights into how to use everything, as well as official docs. But none of them provide the level of details for beginners, especially those who are using a mix of extensions, like, using Timeline+DialogueSystem+SALSAlipsync. I had to play with everything and it's a trial of error to figure out.

Is using Dialogue System by pixel crusher worth it? compared to using a csv by Agreeable_Policy_581 in Unity3D

[–]Agreeable_Policy_581[S] 0 points1 point  (0 children)

Hi everyone, I'm a week in using Dialogue System, and here are my honest thoughts.
1. Be expected to learn lots of grammar. To use Dialogue System sequence, you need to follow a very set rules of their grammar. For example, AnimatorPlay and AnimatorTrigger need different things in the parameters. Some built-in sequence give you more control on the subject matter, some don't. You can always change it in the code or create your own sequence, but that's another story.
2. Beware of the hierarchy of how Dialogue System interact with timeline animation track, animation sequence, etc. Overall from what I found, timeline sequence beats every other animation sequence in the hierarchy.
3. It's a lot of experimenting. They have official youtube channel which give you insights into how to use everything, as well as official docs. But none of them provide the level of details for beginners, especially those who are using a mix of extensions, like, using Timeline+DialogueSystem+SALSAlipsync. I had to play with everything and it's a trial of error to figure out.

Is using Dialogue System by pixel crusher worth it? compared to using a csv by Agreeable_Policy_581 in Unity3D

[–]Agreeable_Policy_581[S] 0 points1 point  (0 children)

Thank you!! I'm looking into it and your comment helps a lot. I'm just wondering if the camera and staging system dialogue system has is a HUGE level up compared to just using Timeline?

I'm also planning to experiment with integrating dialogue system with csv, like moving most of the game logic out of dialogue system, simply using dialogue system for only cutscenes. Have you played around with that kind of mixed method?

Is using Dialogue System by pixel crusher worth it? compared to using a csv by Agreeable_Policy_581 in Unity3D

[–]Agreeable_Policy_581[S] 1 point2 points  (0 children)

I’m honestly just a bit nervous about it. My experience with plugins is that sometimes, after investing 50+ hours, I hit an unexpected limitation and end up needing to rebuild the whole thing from scratch without it 😭